Transcripts
1. About this course: Have you ever wished to draw your own Munger? But have difficulty when it comes to planning your own project? Or are you an illustrative who wants to go into sequential art? Then this course is for you. My name is Olga regards give from studio yoga. I have published Munger professionally, and I have been in love with Munger for many, many years. In this part of my course, Siri's I will be teaching you how to turn among idea in Don't execute herbal concept for a short story. One of the first things I learned when I start drawing Munger was importance off being able to portray a story on the limited amount of pages, whether four contest or for a publisher, This is a skill that is absolutely essential. Now. I would like to share my knowledge with you. Let's get this amazing idea that are still stuck in your head onto paper. So let's begin
2. Introduction: do you have the dream off grading, among other touches, the heart of readers. But when it sit down and try to think of a concept, you are probably thinking about one off those super long stories like narrow toe bleach, Dragon balance on ensured an E pose. You might start to ride the story down, but the task is so daunting, and it is so difficult to keep track off all the characters and storylines that the project ends up being abandoned. If this happened to you, you're not alone. This is one of the most common mistakes beginners make, and almost everybody has made it. That is giving yourself a challenge that is just too big. You should realize that most often they're not. People who created such long stories did not start out with them Before attempting to create a project with 2050 or more volumes, they worked on shorter stories one shorts off under 50 pages or one volume stories. You have to learn to pace yourself before you attempt something big. You have to know how many pages you will need for certain scenes. Get a feeling about your pace, even experiment with your style. And for that short stories are perfect. Don't try to emulate. Oppose length Munger. I mean, I get it. It has a ton off. Also characters, awesome storylines and character development, but without assistance. And without a big publisher being your fortune to draw it, you are sitting yourself up for disaster. Don't start with anything that will take more than a year to accomplish when you're a beginner, usually the Munger that you see but popular America is not. Their debut. Work starts more in gain experience. Chances are you will not complete your first project. Your skills might improve so much that by page 10 or 20 the quality off your first pages might give you a scare. Or you might lose interest, which is why doing short stories in the beginning is so important. You have to get the experience off finishing something. Also, you need to get experience off telling a story at a small scale before proceeding to something bigger. You know, you can tell a story on 5 to 8 pages or 16 or 20 actually, one off the reasons people tend to start with an EP assess Project ISS, because they never learned how to tell a story in a small scale and end up literally drawing themselves into a corner and abandoning their monstrosity off story because they lost the threat or grew fed up with it. Doing a short story will teach you what is essential to your story and what can be left out or what can be compressed. Keep it simple, keep it short and build. Abuse kills with every project, it will be more awesome. More than once, I heard from editors that most Munger projects made by gifted beginners do not make it past Page 20. In that case, those are beginners who were actually lock enough to lend a paid gig with a publisher, and they still failed, since they elect experience the reality off actually having to create a Munger for the publisher paired up with the pressure off that lines and High Expectations letter on our block. Their stories were dropped, the contracts cancelled that they only known how to approach the project and had the experience off. Having finished short stories. Well, you do not have to suffer the same fate in this course. I want to teach you how to create a short story for a manga. When I started out a credit, a number of short stories that they would back the editors was in order to get their opinions. And I also created short stories for contest, which helped me lend a publishing gig. Later on for this course, I thought of the challenge of creating a concept for our 20 page Munger. You could called it the major number or to court and editor, the cursed 20 because so many projects did not get over that number of pages. That means the project was dropped before that. And since this is the trash hold, if you add the cover, your it paged when you want it, do pest it. If you're able to create a 20 page story, you will be able to create 180 page story and more because essentially the process off, creating a bigger project. Similar
3. A few things to consider: Don't be a perfectionist. Chances are you expecting
too much from yourself, waiting for a miracle to
happen, being perfectionistic, wanting to lend and bestseller, wanting to be the best to draw, the bestest to create something similar to one of
your favorite series. Maybe you're trying to learn
everything there is to Manga before trying to jump into
the water of publishing. If you continue
with that course, it may well be that you will be spending the next
ten years learning. All there is to Manga. It's still not feel
that you are ready. I know people like that. I have friends like that. I have friends who have
had the skills to make it in the manga
word 18 years ago, but did not do anything
with them because they just couldn't get
over that perfectionism. You don't need it. I get the wish of
wanting to create better drawings. I really do. But by aiming for perfection, you are deliberately
holding yourself back, putting chains on your
hands and feet and wondering why you don't
progress as fast as you want. So stop pressuring yourself
into being perfect. You don't need to have
learned every skill there is before
starting to draw manga, learned while you're doing it. Why? Because actually drawing
a manga will show you where your strengths
and weaknesses lie. Things simple, be efficient,
efficiency and simplicity. We'll build the bridge
that will spend over their base of art blocks,
frustration and burnout. Learn the things that actually matter to the story
you want to do. You don't need to be
able to draw spaceships or maker when you want to
draw a medieval story. And you don't need to be able to draw armor when you're doing a slice of life story
around modern time life. Do you know how
much time it took between the time
I took up drawing seriously and between
my first submission to a publisher, six months, why? Because I started drawing
manga right away. And by doing that, I quickly, so what has struggled
with the most that helped me to streamline
my learning process. When you know what
skills your leg, you can tackle the
issues head-on. Sure. I did not get a
publishing contract right away. It took me another
four years till I got my first contract
with the publisher. But I can tell you from experience that going
about it in that way made my learning
curve in incredibly steep and made me
progress extremely fast. Plus, it saved me a couple of years of needless frustration. So stop setting yourself
up for failure. Start setting yourself
up for success.
4. Business Secrets: I will let you in on
a couple of secrets that for whatever reason
nobody talks about. One, you don't need
perfection for manga. Instead, you need
speed and consistency. Let me elaborate. Even when you work
for publisher, they don't expect you
to draw it perfectly, but they expect you to draw
fast enough to keep up with deadlines and to keep the overall quality of
your drawings the same. If the quality goes
up as it sometimes does with enough time
and experience, good. But if you intend to spend 40 plus hours on one manga page, then you might be better cut
out for illustration too. You don't need to be a
little monster boosts your backgrounds unless
it's your passion. I mean, I get it. I love creating intricate
and detailed backgrounds and almost ruined my health during my first longer project. So if it's not your thing, don't feel pressure to do it. I will tell you about two things that according to my editor, with us really care about. First is the character's faces, like facial expressions,
mood, hair. And second, the
story and dialogue. Unless your reader is a
beggar and fetishized, they will spend less than fraction of a second
on the background. And I'm not saying that having a beautiful background
is a bad thing. It can certainly add to the mood and raise the
quality of your manga. But should the
level of detail in your background be
a hurdle that is standing between you
and the publication of your manga than screw
detail backgrounds. You think that the beautiful
backgrounds they often seeing in manga were drawn
by a manga, cut themselves. More often than not, they were drawn by assistance or transferred from photos by assistance or copy pasted
in from special books, lag, scenery collections, or
are even our screen tone. Also more and more
3D is used thanks to software like clips,
ketchup, or blender. Why? Because backgrounds
take time and timess chart when drawing a
manga three references. Some people have
this notion that using references is
somehow cheating. And it's not, at
least when you don't confuse it with coping and
there is a difference. Copying is taking somebody
else's artwork and recreating it line for line
that is not referencing, even though people sometimes use that term in this context, references taking image
material and based on that, developing your own content, by taking parts of the references and changing
it to fit your projects. You can take a pause, but draw it from a
different angle. You can take the
texture of a stone and applied your own drawings
of the ground and so on. You still create your
own composition, you still create your own art. And that's not cheating. That's working smart. As mentioned before, it is quite common to use photos
for backgrounds. Oftentimes, manga car will
send out their assistance to shoot photos of a
certain scenario from different perspectives. And this will be then
transferred with ink by using a light table
into the background. There are a lot of
reference books that are, may differ exactly that purpose, not only for background, but also for
characters and poses. For mannequins, forget
wooden mannequins. The artist of today uses body, cone, body Chan,
Figma, archetype. And if you want to
spend a bit more money, but to have more dependability
and formability. Fees and fees are basically formable squishy
dolls that are more anatomically correct
than body cone and Figma archetype and can
do more realistic poses, for instance, with fees and you can really cross the arms. Also, there's an app that you
can use like easy Pauser. It's all perfectly legit
Clip Studio Paint also has 3D models that you
can use as does blender. It's all perfectly legit. I repeat, using these mannequins as reference is not cheating. In fact, the posing
them at drawing them, you are teaching
your brain to think as 3D five materials. You do not need the non plus ultra materials in order to be able
to draw manga. There are some goodbye, moderately cheap art
supplies that you can use. Plus there is free
software out there. So if you are on a budget
or are starting out, you can try the
following things. First, sakura, micron fine liner to delegate
our starter kit, three, Medici Bank software. I would recommend though, getting good quality paper. It doesn't have to be expensive. Try high-quality printing paper. I for one, use color copy six, muscle memory, the secret
to drawing faster, It's developing a Muslim memory. Having a muscle
memory is like, well, if your hand is alive, as if it just draws
what you want to draw. I know it sounds
spooky and awesome. You can develop muscle
memory by drawing a lot for a prolonged
period of time. The more you do it, the
easier it gets for me. After about two months of
drawing more than 4 h a day, my hand gets to the
point where just draws without me having to consciously think about where
the line should go. Seven and unsteady hand, do we have an unsteady hand? There is a trick that I
accidentally developed when I was commuting between
my home and art school all those years ago, I started drawing
a board of moving vehicles, electric,
trains, buses, and it's improved the
steadiness of my hint a lot, but a word of caution, you shouldn't draw when you're
the one behind the wheel.
5. The Topic: Decide what the story is about. You can create a short
story about anything. Just be aware of
the limitations. And these are one, since the page count is limited, you do not have much space
for character development. And to do to the same
limitations you store, it can deal only with
one big problem. So let's say you
want to do 20 pages. That is the maximum that I would recommend for your
first short story. In this case, you have about five pages to
introduce your character, the location of the
story, and the problem. Then you have ten pages
to escalate the problem in five pages to solve the
problem, finish the story. And the problem can be anything. It can be confessing to a crash. It can be overcoming fear, or it can be something
totally absurd, like my favorites
thought experiment, imagine a demon or monster
kidnapping the wrong person. The reason can be anything, maybe the god drunk
or maybe they lost playing cards with
hello demon friends. I like that one
since it can have so many interpretations and spending genre from
comedy to mystery, to shone into showed
you two horror to even Boyle's law
for God's love, depending on the character and
the mood you're going for. The premise can be developed
in all kinds of storylines. Short stories in particular, with one main topic or conflict. Here are some possible topics. One, achieving dreams. Your character wants
to be among, aka, what's holding them back, or they want to confess
to their crush. What happens? Or a
crush confessors to them. What happens? They want to go to Japan or any other country,
but have no money. What will they do? They want to get to
a certain school or university or certain company Y, what will they do to
facing nightmares? They biggest fear is x. And after they moved
to a new house, they discovered that it's
there like spiders, ghosts, monsters, or they have
a certain phobia and they have to overcome it
in order to save our left. 13, what if, what if they discovered that
they had the special power? What would it be and what
will they do with it? Or what if they won the
lottery or whatever? There is some meteor coming
or what an earthquake hit, how will they react to
the chaos around them or whatever they
should afford to offer ghost at an
abandoned castle.
6. Getting your ideas organized: Getting your ideas organized, there are a couple of questions that can help you
organize the story. Who is doing, what, where, when, why,
and to what end? One who. This is a short story. Remember? So characters don't have much space for
character development, but still you have to
ask the same questions about them that you would
do for longer story. You have to have at
least a clear picture of who they are. What are their physical traits? Like size, bodybuilder, posture, color of the eyes, hair, skin, what happened? Color of closest to
the lag to bear, make a color chart for
the characters which will come in handy when
doing illustrations. What are their emotional traits? What are their strengths
and weaknesses? Do they have phobias? How do they deal with
happy and sad events? How will they react
to unexpected events? What do they like? What do they hate? They have certain
motivations, beliefs, goals. Did they have a dream that
they gave up? And why? What do these motivations and goals have to
do with the story? What are their
sociological traits? Did they grow up in a big
city in the countryside? Who are their
parents and friends? What do they believe
in and how did the rate the
characters, if at all? Where did they go to the
kindergarten school, university, if they are
studying and working? And what field to what, What do your characters
doing your story? Make a summary of the events. Three, where, where does
the story take place? Which town or village, which country, which continent? Or is it earth and all? Maybe it's an alternate
universe for when, what season is the
storage taking place? What year, what century? If it is taking
place in the past? We can use historical data to backup your story and
make it more authentic. The time also has implications regarding the level
of technology, the closing morals
and behaviors. Five, why? Why are the events in
your story taking place? Is it something that
you characters have initiated or is it something
outside of their control? If they initiated it? What are their motivations? If not, what happened to cause the problem in
your storage to occur? Six, what end? What is the outcome
of your story? Ideally, the events
of the story have changed something in
order for the characters.
7. Execution: If you have 20
pages to work with, then you can divide
the pages as follows. Intro, have five pages to
introduce your character, the location of the
story in the problem. Mid point. After that, you have ten pages
to escalate the problem. Conclusion, five pages
to solve the problem. I've finished the story. So let's get into detail. Intro. Your reader needs to know when and where the story takes place, who your character is, what their motivation is, and what the issue
of the story is. You can show where the
star is taking place by depicting the location
in the first panel, you can build in the information about the time by including a textbox or by showing it through the
use of green tones, or by adding an additional
panel that provides more information when they
are cherry blossoms spring, then you introduce the
character, how you do it. It's up to you. You can show a situation or you can use internal
monologue or a mix. What's seen introduces
your story. You can use a dramatic start by showing you a character
being in trouble. If you do not want to
use an introduction of the character
by him or herself, you can use the way, see them in order to give a first impression
to the reader. You can introduce
the character by having somebody talk about them. It can be somebody
who looks up to them, or it can be somebody who hate them in this
gossiping about them. That way you can build in a lot of background
information that would take dozens of pages
or even chapters to depict. After you have introduced the
character to your audience, it is time to
introduce the problem. If you haven't already, what does your story about? Are they facing a challenge or are they creating a
situation themselves? But page five-year
reader should know the basic facts about
what the story's about, who your character is, when and where the
store is taking place, and what challenges
they are facing. You can use visual cues to
convey information, e.g. instead of having to
spend pages on an event, you can show a newspapers with an article about it
in one panel seven, you lots of space that you can use on resolving the problem. Here are some of the first pages of short stories that
I did in the past. For instance, in
this short story, a demon girl wants
to be an angel and tries her best to
achieve her goal, even though her family
certainly doesn't like it. In this short story that
I did for a contest, a boy gets chased by bullies. This is a short
story that I did for the publisher for a
short story project. In this story, a
girl gets backed every day on the
school bus by a boy. This is another story
that I did for a contest. It's a story about a girl who finds a magic lamp eta bizarre. And then this story,
as you can see, the stories based in a
different world midpoint, the midpoint, the
meat of the story. This is where the tension is rising until it
reaches its peak. In a 20-page story, I would suggest to serve
at least ten pages for it. It may be that the problem that the character
is facing becomes dire and the character has
to resolve it somehow. Ideally is the solution should present itself at the end of those ten pages conclusion
in a 20-page story leaf, at least five pages for the conclusion at the beginning
of the conclusion that the tension is
highest in it goes down until the end where
the situation is resolved. Leaf at least one
page for the end. When rafting pages would suggest to first start with the
end than the beginning, and then do the midpoint. Very often people run
out of pages when the first to the beginning
and then the mid point, they often run out at the end. Especially when you work for publishers and have a
limited amount of pages, cannot afford to
run out of pages. So doing the end first ensures that the ending
is not cramped during the beginning next ensures that the readers are introduced to the characters properly and they know who your
characters are. And since you already
have done the ending, you know where the
story's going. So you can use foreshadowing
in the beginning. Sure, you should know
where the story's going, since you really
should have a script finished before you
start any drafting. But it happen super
often that people just start without a plan and then
store it tends to go off. The original idea.
8. The Script: It is really important
to have the script before you start drafting pages, have it as detailed as you need. I would suggest to write it down page by page, panel by panel. Describe what you want to
include in the panels, which perspective
you want to use, what is being said
and maybe even write down what
impressions and feelings you want to invoke
with the content of the panels that will help you when you start doing your pages, you will find some templates and the attachment
that you can use.
9. Basic Page Layout: Format. In Japan, manga is generally
drawn on before format that depending on
where you want to publish or whether you
want to self-publish, the measures can be different. So if you want to work
for a certain publisher, you have to find out
what format they use. Information like that. It's usually found on their website in the
submission section, or it can be requested by email. For instance, the
publisher that they worked for use different
formats and spacing. Similarly, printing
companies may be using different formats. It is generally
cheaper to print in a widely used format instead
of a special format. So when you self publish, you might want to keep the costs low and use one of
the generic formats. Usually can find
information regarding accepted formats on the
printing company websites, including templates, whatever format you use, that terms that apply
to all of them, the spacing may change, but please keep
these terms in mind. Canvas. Canvas refers to the piece of paper or the file that
you are drawing on. Thing is, when a
manga pages created, it is actually bigger
than the printed version. Not only the original, actually bigger by
a factor of about 1.5 or twice as big as
the printed version, but it is bigger in
terms of drawings, especially with manga pages. Were drawings go beyond
the edge of the manga. The drawings extend
beyond the page and for good reason it is to avoid
errors at the printers, such as cutting off the pages. I will talk more about that
in trim line and bleed. The next term is safe
area or live area. The term safe area or live area refers to the
center of the page. All important text
and drawing should remain inside the
leaf area so that it is not cut off or
disappears inside the binding margin area. The margin is the area between the safe area in the trim line. Generally, this area remains
free of drawings or texts unless you deliberately want to extend your panel
beyond that for effect, or to give a panel more
importance or to create a spread where the drawings fill the page beyond
the printed area. Remember, you should
definitely avoid placing any text inside
the margin area. Trim line. Trim line refers to
the edge of the page. It is the part where the page
is cut off at the printers, everything outside
will be cutoff. Bleed. Bleed is an additional area
outside the trim line, is that the splint in when
creating a file for printing, especially withdrawing that
go beyond the trim line, you have to draw them
at least 3 mm of the page that is in the scaled
down version for printing, or at least 6 mm when your original is twice as
big as the printed version. Why? Because the cutting machine might make a mistake
and cut unevenly. So if you do not draw beyond the trim line
into the bleed, it will result in
the white borders. If you draw into the bleed, even if there is a slight
mistake and cutting, it will not be as obvious. Personally. I generally draw a centimeter
or so into the bleed so that I have more to work
with Even page and odd page. If you want to work
for sudden publisher, it is important to be familiar
with a printing system. For instance, some publishers
begin the first manga page that there's not
including the covers and illustrations
on an odd page, while others begin it on uneven page with a
double-page spread. Things like that
are important to know when you're
planning spreads. It is important to imagine how the pages will
look when printed, when the readers will
have to turn the page so that you can arrange the
reading law accordingly, which is why I
generally work with spreads instead of single pages. Spread or double-page. Spread refers to a
double-page in manga, they are usually
drawn together when you have a panel that
spreads over two pages, but you can also use it when
designing normal pages. Personally, I often
use a three as a canvas and draw my
pages as double pages, which gives me a full
control of the paneling.
10. Types of Panels: What are the different
types of panel design? Depending on what
story you want to tell and the tone you
want to tell it in. You can use a different
panel design. And while there's aesthetically a difference between showed you and Sean and panel design. It is mainly in the
spacing between the pages. Are there rules remain
applicable also, it is not obvious
at first glance. So what are the different
types of panels? Horizontal. Horizontal panels are
perfect for wide shots. Shots that involve a lot of horizontal background or a lot of texts as well as close-ups. They are more static and
relax that other panels. Vertical. Vertical panels are
more dynamic and more fit for showing a scene with a lot of height,
like a building, a tall person, or when
there's a lot of sky, dynamic, dynamic panels break the panel mode,
insights and direction. They are usually used for
action scenes like fighting. Spreads. Spreads are panels that stretch to a whole page
or even a double-page, and are reserved for scenes with a lot of impact and importance.
11. How to Panel: When you're just starting out, is there are a lot
of things about paneling that you
have never heard of. I will provide you with
a simple overview. Spacing. While there are
differences between the types of spacing and manga, it is best for you to decide
on your own instinct to it. Generally, the horizontal space between panels is bigger
than the vertical space, but they exact pacing in terms
of millimeters may vary. Position in Japanese
reading direction. The first panel on the
right side, it's red first, but you can emphasize that by expanding the panel
upwards into the margin, thus placing the top
panel of its higher than the next panels that forces
the reader to read it first, even if the reader does not know what reading direction
your stories in. By doing that, you can
force them to recognize the Japanese reading
direction by breaking the mold and placing
the panels wider apart. You can also symbolize
the passage of time or change of the
location or situation. Optimal number of panels. The more penalty use, the more cluttered
your page becomes. On average, the most
relaxed reading experience is achieved by using
five panels or less. We can use more, of course, by arranging small
panels and panel blocks. But if you got more
than ten panels, it can be quite difficult
for the reader to figure out how you pages read.
12. Reading Flow: Some of the least
known techniques in the most frequent error for beginner manga artists
is the reading floor. So what does the
reading flow mean? Exactly what it says. It is the way how your readers
are reading your manga, the path there I stake, as they wander through the page, you can make the
journey difficult for them or you can
make it easier. The easier you make it for your readers to get
through the page. The less annoyed and confused
while the readers be, the readers can get quite unnerved when every
page is like a riddle of trying to figure
out which panel is read in what order optimally, your reader shouldn't even
have to think about that. So how do you influence the
reading floor by paneling, by placing of speech bubbles, by the direction
of the movement, by visual cues, and by understanding what is
important to your reader. So let's talk about
it step-by-step. The paneling optimally,
your pages should not have more than five panels unless you order them
and panel blocks, the more panels that are, the longer that pass
your reader has to walk in order to
get through the page with lots of twists
and turns like a mountain road with
the optimal flaw is when the eye makes an S
route through the page, provided it is the Japanese
reading direction. When it is the Western
reading direction, it is an inverted S. So keep in mind, the less you chase your
readers through the page, the less tiring the
whole experience is for the reader of your manga. Speech bubbles, characters talk a lot
and they think a lot. And every time there
is a speech bubble or thought bubble or
exposition by the aerator, the AI makes a detour
in order to read it, you can either put
the speech bubble in the way of the reading
floor supporting it, or you can lead
your reader astray by sending them
on a goose chase. One of the most common
mistakes beginners make is not to plan in
the speech bubbles, to do the drawings
of the page first, and then deciding where to
place the dialogue later, unless you have
planned the bubbles accordingly and drawn
the drawings to suit it. Most often than not, speech bubbles end up
at the age of the panel because you do not want your beautiful
drawings to be cold, but text and often the
bubbles are too small for the text ending up looking
cramped in crowded. My tip is to plan the texts and bubbles in from
the beginning. At the same time you do your panel placement
or even before that, decide what you want to tell on that page and set up the reading flow by using your
speech bubbles and panels. Direction of movement. The direction of movement can be used to support
the reading floor. For instance, japanese
reading direction. You read from right to left. So you can support
that by arranging the movement in the panel
to move from right to left. Or if it is a panel on the
far left side of the page. In the next panel begins on the far right side of the page. You can place the movement of the last panel counter to
the reading direction, thus guarding the movement in the direction
of the next panel. Same thing on the last
panel of the left page. In order to get to
the next panel, you have to turn the
page so you can make the movement of the last panel go in the direction of the page. On the next page. Visual cues, visual cues refer to the drawing
in the panel itself, the cashew butter, the artist
behind desk, not bitumen. And many other amazing
theorists uses them a lot. He would use the law of the
drawings in the panel to guide the eye from one
speech bubble to the next. Like the form in the
direction of the fence or the movement direction
of the character keyword in the eye at the next panel, like a well aimed arrow. What is important to the reader? Let's imagine the
following situation. You are sitting on a train
having just purchased a long anticipated the volume
of a story that you love, you know that you have
to get off the train and 20 min and you really want
to know what happens. What will we concentrate on? Generally, the readers
concentrate on the text interfaces with
our spent most of the time looking at the faces
of the characters as they support or show the
emotion behind the text, less time spent on the body, unless there's some FUN service involved and even less time
spent on the backgrounds. And average reader spends a fraction of a second
on a background. And I'm not saying
that these are not important, they are. But in the big
picture of a story, most readers will use
them as orientation, but not even
remember them unless they have a background
fetish like I do, they will notice, however, if the backgrounds are notoriously missing
or badly executed. So use this knowledge to guide the reader through the
page by making use of the placement of the phases in the direction of
glands as you are guiding your reader
subconsciously through the page without them
ever knowing it. What they will know, however, is how comfortable of our reading experience
your story is. They don't ever need to know that you have manipulated them. So this will be our secret.
13. Panel Content: I want you to think
about something. What is the most important
thing in your story? What scene has the most impact, the most war effect? Have you found it? Then give it the biggest panel
or even a spread. Similarly, there's usually a big background panel
at the beginning of a story showing the reader where the story is taking place. Questions in thoughts
like that are important part of the
planning process. And it will help
you fill the panels and tell the story the
way you want to tell it. This lesson, I will talk to you about basic panel content. Establishing shots. In these shots,
you're established your location and
provide information. Where does the scene take place? Is it a city or
village of forest? What time of year is it? Is a day. Is it night? How's the weather? Is it even worth another planet? And other dimension? Is that the present,
past or future, a short leg that can
provide a lot of information visually so that you read that can
place the story. Also, this type of shot can be combined with
position exposition. In the exposition, the situation
is explained with birds. It may mentioned
the time, place, or informed on the
character's identity or the theme of the story. Tried to keep it as
short as possible. Wide shot. It goes closer
to the characters, shows them and their surrounding
shows what is going on, how they interact
with the world. Who is the story about the
neural get to the character, the more you can show their body language and
facial expressions. Action that mimic panels, tilting perspective,
drawing, action scenes. Not only is it
recommended to use more dramatic
perspectives, energy, land pauses and effect
flex bit lines, but also dynamic panels, tilt the horizon, open
panels and spreads. How to choose a perspective. Low angles are used
for dramatic scenes. High angles give you an
overview of the surroundings, but they also can be
used to create drama. While most panels
are at eye level, avoid one-point perspective with the vanishing points
smack in the center. Such perspective
looks unnatural. Put the vanishing points
slightly to the side. Hierarchical proportions
and paneling. Important scenes
get bigger panels than less important scenes. You can even use spreads
over one or a double-page. Let's imagine a scenario, your characters reading
a book in the libraries. Suddenly our T-Rex
barges into the room, leading to your character
dropping the book. Which scene we'll get the biggest panel or
possibly even a spread, obviously the T-Rex
Bejing in because should the part where they dropped the book get
the biggest panel, it would confuse the reader by giving too much attention
to the book unless you want to draw attention
to the book because it is a book about
summoning dinosaurs. Close ups. Avoid using too many close-ups. Close ups mean that the camera goes really
close to the character, especially with close-ups,
use big panels, use them for the most
important scenes and for the most
important dialogue. Atmospheric panels. Sometimes panels are used that are not essential
to the story, but that provided with an atmosphere like
with nature shots. You don't have to draw an
insect crumbling of our leaf. But if the source is taking
place in spring and summer, it can enhance that feeling
of nature and off-season. Another variation
is when you are using a wide shot in the
middle of the story. Not because you need to
show what's going on, but in order to convey a feeling of the scene by
dramatically posing your characters and
the environment with a carefully chosen perspective
and lighting effect. Emulsion panels, affect
or emotion panels are used in order to emphasize things that are being
said or thought. Instead of just using
simple texts, speed lines, and screen tones are hedging
can be used in order to convey a sense of urgency
or show a feeling. Dialogue panels. They are moments in stories
where there's less action, but there's a lot of information
that has to be passed on or where emotional
bounds are established, depending on how
much space you have, you can use small panels or half the characters interact
with their environment, giving unspoken hints
through their body language. It is important to show
reactions to what is being set up and panels. You don't have to confine your characters
exclusively two boxes. In certain scenes, you can make the character
stick out of the box. For instance, when one panel, simply an open text
panel in here for character stick out of the
box into the text panel. You can show that the thoughts
belong to that character. It can be done for additional in phases or to create a pause. When to spread and when not. Use spreads for important
and impactful scenes, but don't use them just to
increase the page count. Breaking the mold in
order to give your page a more dynamic feeling or
enforce the reading direction, you can move the panels
up and down, open them, or make them expand, as long as all the
texts tastes in the safe zone,
everything is peachy. For instance, you can expand the first panel of the page up. It works well with images of the cities where
there's a lot of sky. By expanding the panel up, you signifies that
this is really the first panel and the reader is automatically drawn to it. Similarly, by making
the last panel of the page go out of the page. Particularly on the left page in the Japanese
reading direction, or the right page in the
Western reading direction. It enforces the reader to
flip to the next page. It is good to use in
dramatic situations. In romantic situations,
you can move the next panel slightly down in order to give
it a more dynamic loop, tilting the horizon
by a few degrees can strengthen the
dynamic even more.
14. Project Management in Manga: Let's be honest,
creating among us, not just the board drawing manga pages and
anybody who has ever tried it will know that it is easy to get lost in the process, even for short story. Having a clear understanding of each step that you
have to take can help dissipate your fears
and help you save time and your nerves
in the long run. A manga project
involves a lot of preparation and it's
better to take you time in the beginning
than having to scrub months and months worth of work because it's lost its way and you
noticed it too late. I know everybody wants to jump directly into the
drawing of manga pages, but please be patient. You manga deserves it. So why is project
management needed in manga? Because drawing a manga is hard, especially when you are in
the middle of the project. The lack of sleep and the exhaustion might
lead to wrong decisions. Believe me, I know having done the preparation
early can help you stay on track even under
the most deadline stress. Just take your time
with the painting and later on you can trust the decisions that you made when you were still
saying interested. So are you ready to jump
with me into the process? Here we go.
15. The Phases: Essay already mentioned creating a manga is not just
about drawing. There are other things involved. I like to split the process
into the following phases. Here, I will give a
short overview and then elaborate on
each face later on. While I mentioned this
phases in consecutive order, it does not mean
that you can't go back to prior phases
and edit things. Of course you can do that. Phase one. The planning. This
phase deals with things that concern the concept
of the project itself. Phase to the writing. This phase deals with the
writing side of your project, which lays out the groundwork
that will follow later on. Phase three, the design. This phase will provide
you with the visuals for your manga and determined the style it gives
you a story of faith, so to speak, phase
for the manga, this phase is about the actual creation
of the manga pages. Phase five, the
business package, drawing manga is not enough in order to get
people to read it. You have to advertise it. Also, this phase
helps you to plan ahead with the production
of merchandise. Face six, the publishing, this face deals with the
publishing of the manga. So let's look a bit
closer at each phase.
16. The Planning: In this phase, you determine the basic information
about your projects, the timeline, and
the social map. Let's look at the
project information. Here are some of
the factors that can make or break a project, especially when working
with publishers, it is important to know how much time you have
for drawing a project, but even without publishes, it is something you
have to consider. Let's see the
following situation. There's a convention next year. I know, as long as
COVID is still rampant, it's unlikely, but let's
talk hypothetically. Let's say there's a
conventional six months and you want to create and sell
your manga at the convention, though, more realistically
would be a worn shots. And there are very few
people who can go through all the steps of the
creational half a year. So you have your start day
and your final deadline. But I wouldn't recommend to set your deadline at the
convention time, give yourself at least a
few weeks of buffer time, or even better, a
two-month buffer time, a lot of things can happen, so calculating in additional
time is very important. In fact, a lot of
publishers and now calculate month of
buffer time or weight, but the announcement of a project until it's
completely finished, there are just too many
things that can go wrong and cause a delay
or even a constellation. Next, there's the
question of the length. In my opinion, this is one of the most important questions, one of the most common
rookie mistakes as being too ambitious
going for a project that is just too big and foot take a decade or
more to complete. On the first try, I would suggest starting
with something smaller, something that you can manage. Think about how many
pages, chapters, or volumes your project is
going to have for reference, I have seen the one shots
for up to 56 pages of volume can have 160-200 pages. As for volumes,
There's no limit, but I really wouldn't
recommend to go over one volume on the first
try from what I have seen, even full-time artist spent at least a year on one volume. But the work without
assistance and those people are with experience
and finishing projects. So it is really an important
question to consider. How much time do you want to
invest into this project? And the time is determined
by the length of the project and you're
drawing speed and of course, other factors like
your health or their responsibilities
and your goals. Next come the questions of
Rhonda and target audience. What niche or you're targeting, and who are you drawing for. Different type of manga require different approaches as
to different audiences, it's important to think about. Then comes the question of
the publication format. Is the project
going to be printed or is it going to be online? It is important to think about
because certain types of online publication or difficult to print, a neat adjustment. I'm talking about forms like endless Canvas or
colored versions. When you print your
manga yourself, you have to consider things
like printing costs and colored manga is more
expensive to print unless your target both media
directly and make sure that the pages can be adapted both
for printing for internet. The next question is about
the medium of creation. Are you working with
traditional media, digital or a mix of both? If you're working with
traditional media, you have to make sure that
you have a good scanner. And especially when
working with green tones, you have to make sure that
your scanner can remove more. It's a pattern that
some scanners course. When the scanner fails to recognize each dot
on the screen tone, it looks like a type
of checkered pattern, though nowadays
people mostly use digital screen tones so
it's less of a problem. Just make sure not
to stack dots, green tones on top of
each other because this can cause more to
a pure digital as well. Next comes the question about
the production specifics. Let's say you want to use a certain printing
company for your manga. They usually have
measurements and format requirements
on their websites, which is best to follow
so that there are no issues when you want
to print your manga. They also provide templates. Different printing companies may have different requirements, So it is important to keep them in mind from the beginning. Or your publisher expects it
to deliver your pages with certain measurements and
with certain file formats. Same story, work with
them from the beginning. It will save your panic
sessions later on. If you don't have
a publisher yet, but plan to approach publishers, It is good to have a list of
the publishers who already have projects in the same
niche that you are targeting. Oftentimes publisher
refuse a project because they feel that the
project is not for them, because it's in the wrong niche. They know the audience
and know what their audience will
expect from them. And since they are
typically risk averse, they go with what they know
and what sells for them. If you are intending to
publish your manga online, unless you publish
on your own website. It is good to do your
homework and checkout which websites are round and
what requirements they have. Also, take time to read
the terms of services. Next comes the
question of research. Unless it's something fictional or that you are familiar with, a stirrer usually
requires some research. It might involve the research
of a geographic location, of history, of culture or of
some sort of specific topic. Putting it on the to-do list
early on is a good idea. And last but not least, is the question of languages. If you attach to publish your project in more
than one language, it is good to keep in mind, especially with web
publications that may involve different
online platforms. These, or at least
the basic points to address at the
start of the planning. But there are other
things to keep in mind, like the timeline. I'm not talking about the time you need to do your projects. Rather, I'm talking about in what time frame your
story is taking place. I would suggest
to do the step in tandem with the writing process, which is phase two. But you already can make plans. For instance, this is a system that I used to keep an
overview of the scenes, tapping in a certain chapter and attach them to a timeframe. Let's say your story or at
least Chapter one takes place around the time of March
till July of 2019. The first scene starts
in May of 2019. The next scene progresses to the end of May into
the beginning of June. Scene three happens at the end of June, beginning of July, while seen for is
a flashback that addresses a situation
which happened in March. Seen five continuous
time-wise birth in three has left off and progresses
to the middle of July. The timing here is arbitrary. You can adjust the time
from chapter to chapter and do it in years or
even times of day. It's just to keep a
track of the scenes that happen in each chapter
and even volume, I will provide the template
as well as the other files as our PowerPoint file that
you can adjust to your needs. The next thing to
address is a social map. It involves the relationships
between the characters. Who is your main character, and what relationships
does he or she has with other characters? Will the relationship
changes the story? Can friends become enemies
and enemies become friends? Will a hero go bad
or vice versa? Especially with stories that
involve a lot of characters, it is good to help yourself keep track of their
relationships, not only of main characters, but also side characters. People are moved by different
personal motivations. And that personal motivation of a side character might provide the key to solving an issue that the main character is facing. So think about it. I would suggest to draw your special map while
you are writing a story.
17. The Writing: This face in both the writing
of character biographies, the writing down of
the story summary, then the story outlined
in the script. So what's the different
between the summaries, the outline and the script. In the summary, you write down a short description of the main events that
happened to the story. Be brief and try not to make
it longer than one page. Outline, you break the
story down into volumes. Of course, if you have volumes than the volumes into chapters, and then the chapters
into scenes, write a brief description of the scene may be a
short paragraph. It's also a good idea to decide how many pages are
seen will have. In this case, the timeline
will be useful for this one. And it is a crucial step because changes
can be made quite easily without you
having to lose a lot of time and having
to redraw pages. So take your time for this step. The next step is the script. Use the information of the
outline and right page by page and panel by panel
description of the things that are
going on in the story. This also involves the dialogue. You could combine the step with the paneling lettering and thumbnails steps of phase four. But you don't have to. But as long as you don't
have the clean pages drone, you can go back and the
justice crypt anytime. Of course you can do
it after that as well, but it's just more work.
18. The Design: Let's talk about the design. This phase involves the
creation of character sheets, expression sheets, fashion sheets, locations
and references. Optional steps are sheets
of extra swatches, color charts, storyboards,
3D models, and merge design. So let's start with
character sheets. How much work you
want to put in and how detailed you want them
to be depends on you. Just remember that it
will be helpful to plan and to try out
things in this phase. Because when you start
doing the pages, changing designs will come with additional work
and loss of time, at least to a close
up of the character in frontal side
or three-fourths. It is also a good idea
to do expression sheets. How much work you want to
invest this up to you. For short story can
use a few expressions, but for long story you can
make more expressions, are many more showing the
face from different angles. Or you can go crazy and just do a sheet pair mood from
different angles, like neutral, happy, happy
with eyes closed or angry. That for each character. Fashion sheets can
also come in handy. That way you can create
a helpful guide for yourself that you can consult
when doing your story. That helps a lot when
your character is going to wear more
than one outfit, the same character can give off completely different wipes, were wearing different clauses. So try things out. Like in this case, my
character Gabrielle, is varying classic
losses and looking very differently compared to him
varying stage clothing. Here's another
example of PATRIC. See what I mean, even
with the same pose, the atmosphere around
the characters different depending
on the clothes. Here's an example with Marie St. Paul's
different clothing. At this stage, you can also
try out how you design would look like when drawn black
and white and green tones. Like in this example
with Leia, who, as you can see in
the last set of outfits, really loves cats. I also find size charts useful. It can help you remember
how big the characters are in relation to each other
and to their surroundings? You can find the template
in their attachments. I have used the metric system because it's the
one used over here, but you can adapt
it to your needs in case we use the imperial system. Next come locations. We can include drawings
of the locations from different perspectives
in this stage, like this, this
gym, locker room. Or you can use reference
images that you can consult when drawing
your backgrounds. In this case, I edit
background images that they created based on photos
of big cities and towns. If you store is taking
place in the city that you live in
or have been too. You can also add photographs. Manga can use photographic
reference all the time. They even sent out their
assistance to shoot photos of different locations from
different perspectives that can then be traced by
using a light table. Now, let's talk about the
things that are optional, especially for longer storage. It might be a good idea to
include the same attention to the swath that is given
to expression sheets, particularly in fantasy stories that have weapons or armor. And when there are lots of
different assets was involved. Same with color charts. Keeping in mind what
color you use for which character can be a huge help when
doing a longer story. But even in a short
story can help. Especially when you go for color instead of keeping
a black and white. Storyboards can also be helpful. Though. I'm not talking about detailed storyboard
slack for movies. I'm talking about creating
drawings of important scenes. It is particularly helpful
with longer stories. Not only does it give you goal posts that your
story can go towards, it also have several
other benefits. For one, it gives
you the opportunity to get the scenes out of the way that you really want to draw that are stuck in
your head early on. But at the same time, it will help you
later on because you already designed the
important scenes. You can use them directly
or parts of them. Another thing, our 3D models, it might come as a surprise, but a lot of professional
manga artists are using them. I know a number of
artists who build 3D models of backgrounds that most frequently appear in their manga by using
Blender or sketch up, it is also possible
to import blend the backgrounds in
such a software like Clip Studio Paint that not only has its
own 3D backgrounds, but also come with possible 3D mannequins
or other 3D assets. Another optional point is
designed for merchandise. It is something to consider. Let's take clamp e.g. they design their
characters in a way that it's super easy to
make merge from them, take more corner e.g. which featured as a mascot
and several of their stories. But you don't have
to go that far. It could, for instance, let your character Vera
t-shirt with a design that you can also put it on t-shirts
and bags and other stuff. Why not benefit from your work? And in multiple ways.
19. The Manga: Finally, we come to
the manga faith, the one that involves most of the work and it's also
the most important. If you have finished the
other steps by this point, it should be relatively easy
to do because you already have a plan of how many
pages you want to do it, what goes on every page
and into every panel, what to say, how
the characters and the surroundings
look, and so on. You might even already have
done some storyboards of the most important scenes and have done some
work on the paneling, the speech bubbles
and the thumbnails, but if not stopped to do it now, Let's start with
page thumbnails, paneling and speech bubbles. So what are thumbnails? Basically, they are small
rough drawings of your pages. They don't have to be detailed. In fact, you can
just use Stickman. It's about readability and
the composition of the page. Don't start filling them
with the drawings yet. First, I would recommend
you to start with the panels and the
speech bubbles when drawing the
page something else, the form of the panels and the positions of the
speech bubbles will determine how renewable you manga is going to be later on. But the great thing
about something else is that they don't require too much
work and you can redo them relatively easily, especially since they
are really small. After you are satisfied with
the names of the pages, you can enlarge them to a format that you
want to work on. Usually it's twice as big as a format compared to the
final printed version. So if you want to
print on a five, you do your page,
at least on A4. Though there are manga
cow who work even on A3, the important thing is that the proportions remain the same. They are also called
aspect ratio. But the bigger the format, the more work goes into it. So be warned, you can burn it. Drawing a full manga
on A3, believe me, I know my first long project called triple witching
hour that I did for Tokyo pop was done on a three and I was
exhausted at the end. I had to go on a
break from drawing four months after that
in order to recuperate. So at this stage with a
clean pencil drawings, you can go out as much as
you want with the details. Depending on your inking style, you can create a
blueprint to be followed with inking or give
yourself basic directions. This is also the phase
where it can best at effects and sound words. Next comes the inking. When inking traditionally,
there are different ways. We can either ink on
the same piece of paper with the pencil drawing or use a blue pencil that you don't have to
erase when scanning. Or you can keep the pencil
drawing and the inking on different sheets
of paper and use a light table to transfer them. This is what I
often do because it makes erasing the pencil
lines unnecessary. And I also don't
have to fear making mistakes with ink and
ruining the pencil sketch, like accidentally pouring
the ink on the page. In such a case, I can just
use our new sheet of paper. But depending on whether you ink traditionally or digitally, it influences the next step. If your ink traditionally on the same paper as
your pencil drawing, you have to erase
them eventually and don't take
this task lightly. After erasing the pencil
drawings of our whole chapter, my arm was basically useless
for the rest of the day. And since you probably will
be doing the lettering and apply the screen tones or
the coloration digitally. You will also have
to scan the pages. This will likely involve some sort of clean
up afterwards. So planet into a schedule. Next comes the screen tones. That can be done
traditionally or digitally for those
who don't know, screen tones are those
dots and patterns that you find in manga that
indicate shadows, colors, patterns,
textures, or moods. They're even our screen tones that have full
backgrounds on them. But nowadays it's
rare for people outside of Japan to do
them traditionally. Given xij Japan finding
chief screen tons is hard. And it was software slide, Clip Studio Paint that come with a ton of built-in
screen tones. It is much cheaper to
do them digitally. Though. It is possible to do a mango
without green tones are coloration if you're
inking is good enough. The last part, the lettering, which means adding
text to your page, are also done
digitally nowadays. And don't underestimate
the process. It takes a while. Even for short story, you might spend a whole
day adding the text. So don't assume that you will
be done with it in an hour, blend in the time.
20. The Business Package: This phase is quite important and most frequently neglected. It is best to at
least prepare for it while you're drawing
the actual manga. I suggest to take it into your deadline consideration and try not to put it
off until the end. Let's take the cover. Why is it important? Because it sells the project. A bet cupboard can mean
that the manga is not sold. So you or your publisher
end up sitting on unsold copies or web comics. Bed cover can mean less clicks. And depending on the model
used for the website, you upload it, it may mean
less or no revenue at all. So take your time developing
a cover illustration, then come the other
illustration. Generally in addition
to the cover, there are at least as many
chapter cover illustrations. They are chapters. These are usually printed
in black and white. Oftentimes, each chapter has a bonus illustration as
well, like a chubby. These are also usually
printed in black and white. And then there are often additional
illustrations that come before the chapters that
are printed in color. Most commonly the numbers four
to one page illustrations and one double-page. But there can be more
of that, can be less. It's just that you
have to keep in mind that you will have at least to have as many
illustrations at their chapters. And of course, this can also be used for promotional materials. Next come the cutouts got
out when an illustration of your character without
a background so that it can be used for
promotional purposes. They also can be used
for merchandise. So let's talk about
promotional materials. These include illustrations, short and spice descriptions of your manga or blurbs
from other creators. If you work with a publisher, they usually take care of that. The only request but
they need from you e.g. illustrations. But if you create and
publish the manga yourself, you have to take care
of that as well. No matter how good a project is, if people don't
know about it and they often find is for others, they won't buy it. So try to get as many eyeballs on your project as you can. Next, if the
merchandise concept, that gender bias is
a great way to have additional income through
your manga project. It can be many
things like posters, bookmarks, stickers,
stationary, e.g. post-it notes, pens, pencil
cases, folders, notebooks. Or it can be things
like t-shirts, bags, key chains, and
many other things. Of course, this means
additional production cost. And you have to
know your audience. If you have the opportunity to have a booth at a convention, try selling merchant,
see what sells best. Different creators attract
a different audience. That bias different things. I suggest not to go
overboard at the beginning. Try not to have more than 25 pieces of each
merge type in the beginning. See what sells best. And of course, if you
work with a publisher, they usually take care
of the production, cost and distribution
of merchandise as well. On a side note, you should know that in Japan, most money is made not
by drawing a manga, but by having it
turned into an enemy. Why? Because having an enemy
usually means that there would be merchandise created and sold of the project, which is why the manga
caudate are wealthy, are those with the animate
and merchandise steals. Those without on-demand
merchandise deal usually barely earn
enough to get by. I have to work a regular job and create mango on this side.
21. The Publishing: Since it depends on
which way you choose all the options and the publishing face
are optional here. So which one to take? If you just want to create
your manga and get paid for it going the publisher
route is the way to go. It's not the easiest way though, since publishers are quite
picky with who they sign up, it is much more expensive for a publisher to create
an original project compared to just
buying a license for an already existing
projects abroad. They have certain
expectations and we'll also want to have a say
in the creation process. So if you want to go that route, it is best to have the published on board before the project is completed and optimally
from chapter one, it does have
benefits to work for a publisher Since they
have an extensive network, connections to sellers,
connection to the media, and have people for all sorts of tasks from the
production to marketing. They also organize events that
promote the manga or bring you and your manga to establish the events like conventions
and book fairs. They also help to organize signing
sessions at bookstores, which are usually paid, e.g. when I had my signing sessions, I was paid €50, which is about $60 per hour for signing
my name and my Mongo. They also GET request
from bookstores and institutions for drawing workshops and in-person drawing workshops pay really
well for a reference, depending on who I
did the workshop for, I was offered a pay off €70-250 per hour
to do a workshop. Some of my colleagues
who published with publishers and more money
doing promotional tours, was signing sessions and
drawing workshops than they originally did receive
from the project itself. And of course, the publisher also takes care of traveling, food and accommodations when you have to go somewhere
to promote your manga. In my case, those were usually four to five star
hotels when I had to go to book fairs
and conventions. When I was in Paris, my French publisher just
handed me money to buy food at the hotel on the days they weren't going with
me to the restaurant. I don't remember exactly
how much it was, but I think it was like €200. Our German publishers generally just took us out to eat
in the restaurants. But as I said, it's not easy to get signed
up with a publisher. General, it works like that. You work on a contract basis for the publisher as a freelance
creator to create the manga. You don't get paid per month. Usually get paid a fixed
fee based on delivery. And depending on the contract, that can be 50% upfront
when you sign the contract. In the other parts, after you deliver certain
batches of your manga, some publishers agreed to
pay the full fee upfront, though these
instances are really rare and they don't do that
was first-time creators. They had too many
bad experiences with people disappearing. Some publishers pay when
the whole manga is done. And it really depends on your contract and your
negotiation skills. And when the project is done, you gig ends unless they
are promotional activities. But generally that means
that unless you have signed a new contract
for a new project, there is no additional
money which can make the time in-between projects
particularly stressful. So keep that in mind. Of course, if you don't want
to deal with publishers, you can print your
project yourself and sell it at conventions
or online. Printing is not cheap, but if your work is good, you can get it crowdfunded, e.g. by using Kickstarter. Or you can make people preorder your project
if you already have an audience and use the
funds to print on-demand plus print additional copies
for sale at conventions. In this case, you have
to learn how to market your manga and how to
advertise it online. Learn to develop a
business network and learned the
basics of marketing. Again, if you don't have money
to invest into printing, don't want to go
the policy route. Don't have a following yet and just want to have
people read your manga. You can use platforms like web tunes to publish
your project. I suggest research in which platform suits
your project best. But if you want to go the
publisher or crowdfunding root, it is best to develop a pitch
deck as for crowdfunding, as a just researching
successful campaigns for manga publications
on Kickstarter and see how they did it. Though generally, if
you have worked through the phases presented
in this class, you have got all the
material that you need to pitch your
work to the publisher.
22. Class Project: For the class project, I want you to develop the
concept for 20 page story. I want you to do the
following things. One, come up with the
idea for short story, to write the scenes
that will happen the story and assigned pages to them based on the beginning, mid point conclusion system, three, write down the dialogues
and panel descriptions. What will happen in the pages. For developed character
descriptions that fit the story.
23. Conclusion: It is an essential skill to
be able to create a manga, to be able to put a story into
a limited amount of pages. If you can tell a story
in 1816 or 20 pages, and it is possible, then you will be able
to tell a story in 180, 500, or 1,000 pages. It will also teach
you the skills of selecting the most essential
themes and be able to compress information
so that you can use the space for the scenes that
really matter to the story. I really hope that this
class can help bring you a step closer to
fulfilling your dreams. Feel free to reach out
should there be anything you don't understand or that
they can help you with? If you want to learn more
about a certain topic, then let me know. Good luck.